blendalot_animgraph/demo/addons/blendalot/blendalot_main_panel.gd
2026-01-24 15:39:12 +01:00

223 lines
7.5 KiB
GDScript

@tool
extends Control
@onready var blend_tree_graph_edit: GraphEdit = %BlendTreeGraphEdit
@onready var file_name_line_edit: LineEdit = %FileNameLineEdit
@onready var tree_option_button: OptionButton = %TreeOptionButton
@onready var add_node_popup_menu: PopupMenu = %AddNodePopupMenu
var blend_tree:BLTAnimationNodeBlendTree = BLTAnimationNodeBlendTree.new()
var blend_tree_node_to_graph_node = {}
var graph_node_to_blend_tree_node = {}
var selected_nodes = {}
var new_node_position = Vector2.INF
var registered_nodes = [
"BLTAnimationNodeSampler",
"BLTAnimationNodeBlend2",
"BLTAnimationNodeBlendTree",
]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for node_name in registered_nodes:
add_node_popup_menu.add_item(node_name)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func create_node_for_blt_node(blt_node: BLTAnimationNode) -> GraphNode:
var result_graph_node:GraphNode = GraphNode.new()
result_graph_node.name = blt_node.resource_name
result_graph_node.title = blt_node.resource_name
result_graph_node.position_offset = blt_node.position
var result_slot_offset = 0
if (blt_node.get_class() != "BLTAnimationNodeOutput"):
result_slot_offset = 1
var output_slot_label:Label = Label.new()
output_slot_label.text = "Result"
result_graph_node.add_child(output_slot_label)
result_graph_node.set_slot(0, false, 1, Color.WHITE, true, 1, Color.WHITE)
var inputs = blt_node.get_input_names()
for i in range(len(inputs)):
var slot_label:Label = Label.new()
slot_label.text = inputs[i]
result_graph_node.add_child(slot_label)
result_graph_node.set_slot(i + result_slot_offset, true, 1, Color.WHITE, false, 1, Color.BLACK)
return result_graph_node
func _on_add_node_button_pressed() -> void:
blend_tree_graph_edit.add_child(create_node_for_blt_node(BLTAnimationNodeOutput.new()))
blend_tree_graph_edit.add_child(create_node_for_blt_node(BLTAnimationNodeBlend2.new()))
func _on_reset_graph_button_pressed() -> void:
_reset_editor()
_update_editor_from_blend_tree()
func _reset_editor():
for child in blend_tree_graph_edit.get_children():
if child.name == "_connection_layer":
continue
child.get_parent().remove_child(child)
child.queue_free()
blend_tree_graph_edit.clear_connections()
blend_tree = BLTAnimationNodeBlendTree.new()
blend_tree_node_to_graph_node = {}
graph_node_to_blend_tree_node = {}
selected_nodes = {}
func _update_editor_nodes_from_blend_tree():
for node_name in blend_tree.get_node_names():
var blend_tree_node:BLTAnimationNode = blend_tree.get_node(node_name)
var graph_node:GraphNode = create_node_for_blt_node(blend_tree_node)
blend_tree_graph_edit.add_child(graph_node)
blend_tree_node_to_graph_node[blend_tree_node] = graph_node
graph_node_to_blend_tree_node[graph_node] = blend_tree_node
func _update_editor_connections_from_blend_tree():
var connection_array = blend_tree.get_connections()
for i in range(len(connection_array) / 3):
var source_node:BLTAnimationNode = connection_array[i * 3]
var target_node:BLTAnimationNode = connection_array[i * 3 + 1]
var target_port = connection_array[i * 3 + 2]
var source_graph_node = blend_tree_node_to_graph_node[source_node]
var connect_result = blend_tree_graph_edit.connect_node(source_node.resource_name, 0, target_node.resource_name, target_node.get_input_index(target_port), true)
func _update_editor_from_blend_tree():
_update_editor_nodes_from_blend_tree()
_update_editor_connections_from_blend_tree()
func _on_save_button_pressed() -> void:
ResourceSaver.save(blend_tree, "res://" + file_name_line_edit.text)
func _on_load_button_pressed() -> void:
var loaded_blend_tree:BLTAnimationNodeBlendTree = ResourceLoader.load("res://" + file_name_line_edit.text, "BLTAnimationNodeBlendTree", 0)
if loaded_blend_tree:
_reset_editor()
blend_tree = loaded_blend_tree
_update_editor_from_blend_tree()
func _on_instantiate_tree_button_pressed() -> void:
var graph_name = tree_option_button.get_item_text(tree_option_button.selected)
if graph_name == "AnimationSampler":
_reset_editor()
var sampler_node:BLTAnimationNodeSampler = BLTAnimationNodeSampler.new()
sampler_node.animation = "SampleLibrary/Idle"
blend_tree.add_node(sampler_node)
blend_tree.add_connection(sampler_node, blend_tree.get_output_node(), "Output")
_update_editor_from_blend_tree()
elif graph_name == "Blend2":
_reset_editor()
var sampler_node_walk:BLTAnimationNodeSampler = BLTAnimationNodeSampler.new()
sampler_node_walk.animation = "SampleLibrary/Walk"
var sampler_node_run:BLTAnimationNodeSampler = BLTAnimationNodeSampler.new()
sampler_node_run.animation = "SampleLibrary/Run"
var blend2_node:BLTAnimationNodeBlend2 = BLTAnimationNodeBlend2.new()
blend_tree.add_node(sampler_node_walk)
blend_tree.add_node(sampler_node_run)
blend_tree.add_node(blend2_node)
blend_tree.add_connection(blend2_node, blend_tree.get_output_node(), "Output")
blend_tree.add_connection(sampler_node_walk, blend2_node, "Input0")
blend_tree.add_connection(sampler_node_run, blend2_node, "Input1")
_update_editor_from_blend_tree()
func _on_blend_tree_graph_edit_connection_request(from_node: StringName, from_port: int, to_node: StringName, to_port: int) -> void:
print("Trying to connect '%s' port %d to node '%s' port %d" % [from_node, from_port, to_node, to_port])
var source_node:BLTAnimationNode = blend_tree.get_node(from_node)
var target_node:BLTAnimationNode = blend_tree.get_node(to_node)
if target_node == null:
push_error("Invalid connection, target node %s not found." % to_node)
return
var target_node_port_name = target_node.get_input_names()[to_port]
var connection_result = blend_tree.is_connection_valid(source_node, target_node, target_node_port_name)
if connection_result != blend_tree.CONNECTION_OK:
push_error("Could not add connection (error %d)" % connection_result)
return
blend_tree.add_connection(source_node, target_node, target_node_port_name)
var connect_result = blend_tree_graph_edit.connect_node(from_node, from_port, to_node, to_port, true)
print("graph connect result: " + str(connect_result))
print("Success!")
func _on_blend_tree_graph_edit_end_node_move() -> void:
for graph_node:GraphNode in selected_nodes.keys():
graph_node_to_blend_tree_node[graph_node].position = graph_node.position
func _on_blend_tree_graph_edit_begin_node_move() -> void:
pass # Replace with function body.
func _on_blend_tree_graph_edit_node_selected(node: Node) -> void:
selected_nodes[node] = node
func _on_blend_tree_graph_edit_node_deselected(node: Node) -> void:
if selected_nodes.has(node):
selected_nodes.erase(node)
func _on_blend_tree_graph_edit_popup_request(at_position: Vector2) -> void:
add_node_popup_menu.position = get_screen_position() + get_local_mouse_position()
add_node_popup_menu.reset_size()
add_node_popup_menu.popup()
new_node_position = at_position
func _on_add_node_popup_menu_index_pressed(index: int) -> void:
var new_blend_tree_node: BLTAnimationNode = ClassDB.instantiate(registered_nodes[index])
blend_tree.add_node(new_blend_tree_node)
var graph_node:GraphNode = create_node_for_blt_node(new_blend_tree_node)
graph_node_to_blend_tree_node[graph_node] = new_blend_tree_node
blend_tree_node_to_graph_node[new_blend_tree_node] = graph_node
blend_tree_graph_edit.add_child(graph_node)
if new_node_position != Vector2.INF:
graph_node.position_offset = new_node_position
new_node_position = Vector2.INF